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SPIRV-Tools Alternatives
Similar projects and alternatives to SPIRV-Tools
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InfluxDB
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SPIRV-Tools reviews and mentions
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New Vulkan Documentation Website
SPIR-V is an intermediate bytecode format. That bytecode is the data that you use in the Vulkan API, and under the hood your graphics drivers compile that bytecode into the device-specific native shader binary that runs on the graphics hardware.
Vulkan doesn't come with any tools to generate that bytecode though. Foreign shader language (like HLSL, GLSL, etc) to SPIR-V compilers exist, and various graphics toolchains can generate SPIR-V. https://github.com/KhronosGroup/SPIRV-Tools does have tools to validate and optimizing SPIR-V bytecode.
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Why aren't Callable Shaders supported in raster pipelines?
In that case, there is a linker in SPIR-V tools, though it doesn't use the syntax sugar for inlined functions like Metal3 does https://github.com/KhronosGroup/SPIRV-Tools, but again, that's kind of a higher level functionality
- How standardized are shader compiler optimisations?
- 144hz > 120hz solved my performance issue
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Help trying to get Vulkan android samples running?
which is looking for https://github.com/KhronosGroup/SPIRV-Tools/releases/download/master-tot/SPIRV-Tools-master-osx-RelWithDebInfo.zip which yields a 404.
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Specialization constant has invalid size in shader module. Expected size is different from shader definition.
I would use SPIR-V Tools to disassemble the shader, and confirm that it's an issue in the on-disk shader binary. If you find that constant ID 9 on disk has size 4, then it's your shader loading that's going wrong; if it has size -1, then you need to look at why glslc has compiled your shader source with the wrong size.
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A note from our sponsor - SaaSHub
www.saashub.com | 3 May 2024
Stats
KhronosGroup/SPIRV-Tools is an open source project licensed under Apache License 2.0 which is an OSI approved license.
The primary programming language of SPIRV-Tools is C++.
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